[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 3)

Post » Wed Mar 30, 2011 9:29 am

Will do as I want to add Stirk as well. Thanks for the tip!

I assure this Map works great with OOO/FCOM (and fix known problems of Stirk with OOO), and ... All Natural Weather.
I Hope All Natural will be extended one day to Elsweyr.
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Kim Kay
 
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Post » Wed Mar 30, 2011 2:54 pm

I assure this Map works great with OOO/FCOM (and fix known problems of Stirk with OOO), and ... All Natural Weather.
I Hope All Natural will be extended one day to Elsweyr.


Yes, it works fine. :)
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lolli
 
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Post » Wed Mar 30, 2011 3:22 am

If you need to add lots of quests, talk to the guy who made all the quests for Kragenir's Death Quest...maybe he can give you some quest ideas.
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Assumptah George
 
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Post » Wed Mar 30, 2011 11:50 am

I'm having a minor, mostly annoying issue with this mod. I don't know if it's because i've a lot of huge mods loaded, but Elsweyr make my game struggle to actually start up, so that it takes usually 3-4 tries for me to actually get to the title screen. I really don't think it's a load order/missing something problem, because when i manage to get inside the game i can play without any problem, do the Elsweyr quests and explore the land without crashes or anything like that. Any idea about why is this happening?
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Sarah Kim
 
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Post » Wed Mar 30, 2011 2:19 am

My game takes about two minutes to startup - first nothing happens for 1 1/2 minutes then it loads and I get to the menu screen. Have you tried waiting before restarting - or does it crash? It is not likely this mod that is faulty - just big.

Cheers!
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stevie critchley
 
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Post » Wed Mar 30, 2011 11:46 am

My game takes about two minutes to startup - first nothing happens for 1 1/2 minutes then it loads and I get to the menu screen. Have you tried waiting before restarting - or does it crash? It is not likely this mod that is faulty - just big.

Cheers!


No it just crashes during the first 3-4 seconds when it does. My game also used to take several minutes to startup, but that was when i was using fcom. Anyway it's not a really big deal, it's just very annoying because everytime i want to play i've to try 4-5 times before actually get into the game.
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Chloe :)
 
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Post » Wed Mar 30, 2011 2:11 am

Well, I paid a little more attention now and it "only" takes about a minute to startup.

Using Stutter remover in mode 1?
Rebuilt bash patch?
Rebuilt Lod's with lod generator (donno why but it helps me)
Checked Wryes for any strange orange boxes etc?
Loaded it in Tes4Edit and checked conflicts?

Lot's of things to check :hehe: Myself I am trying to get Ssrakander pipe mod to work - for some reason it crashes my game, so I have to do this too.

Cheers!
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Ashley Campos
 
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Post » Wed Mar 30, 2011 10:32 am

Yeah, I don't get it either - I've been in there before, and it was fine. I think that was before the September update, though... so it could either be that, or it's something in my load order. I'm going over it today (I found a bunch of bash tags the BOSS folks added to some mods), so I'll let you know.


I only added that room in the September update. So when you visited it before without the ctd it was the same version of the mod.

If you need to add lots of quests, talk to the guy who made all the quests for Kragenir's Death Quest...maybe he can give you some quest ideas.


I don't have any shortage of quest ideas. It takes a long time to implement them though because I have to build new locations for each.

I'm having a minor, mostly annoying issue with this mod. I don't know if it's because i've a lot of huge mods loaded, but Elsweyr make my game struggle to actually start up, so that it takes usually 3-4 tries for me to actually get to the title screen. I really don't think it's a load order/missing something problem, because when i manage to get inside the game i can play without any problem, do the Elsweyr quests and explore the land without crashes or anything like that. Any idea about why is this happening?


I don't know what would cause that. Perhaps it is just the number of mods running in total.
Locksley's advice sounds good.
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Lucie H
 
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Post » Wed Mar 30, 2011 3:28 pm

Like the mod, but I was wondering...

Is this fully compatible with Knights of the White Stallion Quest mod? I've been hearing a lot of good stuff about it, but I think in the readme it states that some of the quests take you across the border into Elsweyr.

Since both mods are extremely popular, I'm sure someone has tried them together. A heads up would be nice. :)
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John N
 
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Post » Wed Mar 30, 2011 3:57 am

I don't know what would cause that. Perhaps it is just the number of mods running in total.


You have my apologies Iliana, your mod had nothing to do with my problems.

I've found out that somehow the changes made by the DarnDarkui to the ini file were the source of all my startup problems. Sorry for blaming your awesome mod!:P
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Maeva
 
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Post » Wed Mar 30, 2011 4:39 am

More dungeons would be cool. But I don't have any pieces to build desert tombs and rocky caves. Except for the mine set which I've probably used enough already.


If you'd like that desert tomb tileset I made just send me a pm and I can send it to you. It would probably help to make some good dungeons. :)
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Ricky Rayner
 
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Post » Wed Mar 30, 2011 4:32 am

Hi,
I just dowloaded this mod a few days back with dual intention (maybe triple, depending on how you count these things).
First, it seems so cool and has been expanded so much from when I first downloaded the first Riverhold alpha that I really have to take a look when I play again.
Secondly, there was a request to get the food items from this mod added to the Cobl dinner plate. I got nominated for that task. It's on my list of things to do.
The third thing relates to this:
II can solve those for you efficiently and cleanly and won't touch anything quest or script related. Don't worry about that. Again: on my list of things to do.
It seems that you've added enough content to this thing to deserve a huge round of applause (which I suspect you've had spread out over all the posts and threads I haven't read), but let me add an extra pair of hands and say "great work".
Great work! :clap:
Vac (looks forward to exploring this)


Whoops, I missed your post before!
That sounds good. I've included quite alot of extra foods and ingredients. Many just use default Oblivion meshes though, like the different stews which are just covered pot item made into an ingredient. Most of the new mesh ones are from Koniption's collection, like the pineapples, mangos, etc.
I was going to fiddle around a bit more with the ingredient properties and make use of a few of the ones Bethesda never used for any of the game ingredients. I tested a couple out and they did produce proper potions when mixed.

& thanks. This thing has grown quite a bit since I first released the Riverhold part a little over a year ago! :)

Like the mod, but I was wondering...
Is this fully compatible with Knights of the White Stallion Quest mod? I've been hearing a lot of good stuff about it, but I think in the readme it states that some of the quests take you across the border into Elsweyr.
Since both mods are extremely popular, I'm sure someone has tried them together. A heads up would be nice. :)


I'm pretty sure it is. At least no one has ever mentioned any incompatibilities. The overview of White Stallion says it adds a fort on the Topal Bay coast of Elsweyr. I imagine that's the part of the coastline facing Leyawiin, which is a section of Elsweyr I don't use.

You have my apologies Iliana, your mod had nothing to do with my problems.


That's ok. Its hard trying to guess which mod does what when you have alot installed.

If you'd like that desert tomb tileset I made just send me a pm and I can send it to you. It would probably help to make some good dungeons. :)


Thanks Uglulyx.
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El Khatiri
 
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Post » Wed Mar 30, 2011 3:35 pm

Like the mod, but I was wondering...

Is this fully compatible with Knights of the White Stallion Quest mod? I've been hearing a lot of good stuff about it, but I think in the readme it states that some of the quests take you across the border into Elsweyr.

Since both mods are extremely popular, I'm sure someone has tried them together. A heads up would be nice. :)

The fort is S of Leyawiin, just over the border - it's almost in Cyrodiil, and nowhere close to the area Iliana is working on. I state this from previous experience - I'm not currently using Knights, but I'm 99% certain they're perfectly fine together.
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Hussnein Amin
 
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Post » Wed Mar 30, 2011 8:07 am

Seems I'm still having that crash/corrupted save problem. Here's my LO, for what it's worth:

Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3]02  Francesco's Leveled Creatures-Items Mod.esm03  Cobl Main.esm  [Version 1.71]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]05  Mart's Monster Mod.esm  [Version 3.5.5b4]06  Enhanced Daedric Invasion.esm07  TamrielTravellers.esm  [Version 1.39a]08  FCOM_Convergence.esm  [Version 0.9.8]09  NNWAEMaster.esm0A  Better Cities Resources.esm0B  CM Partners.esm0C  Unofficial Oblivion Patch.esp  [Version 3.2.1]++  TweakedGenericFaces.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp**  Book Jackets Oblivion.esp11  Francesco's Optional Leveled Quests.esp++  FCOM_Francescos.esp  [Version 0.9.8]12  EnhancedWeather.esp  [Version 1.3]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]++  Advanced_Water_Modification-2734.esp++  Symphony of Violence.esp13  Echo_ChapelChant.esp14  MIS Weather.esp15  MIS Low Wind.esp16  MIS New Sounds Optional Part.esp17  PCSoundImoen.esp  [Version 2.6]18  OBSE-Storms & Sound SI.esp19  WindowLightingSystem.esp1A  AliveWaters.esp1B  CNRP Brumav02.esp  [Version 0.2]**  CNRP Cheydinhal.esp  [Version 1.0]1C  CNRP Chorrol.esp  [Version 1.1]1D  CNRP FightersGuild.esp  [Version 1.0]1E  diversegrasses.esp++  Less Creepy Guild Porters.esp1F  Musical Immersion 1.0.esp20  QZ Easy Menus.esp21  Reznod_Mannequin.esp22  Enhanced Economy.esp  [Version 2.1.2]23  Choices and Consequences.esp24  C&C - 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No Undead Rise.esp  [Version 3.5.5b4]++  Mart's Monster Mod - No Slimes.esp  [Version 3.5.5b4]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.5.5b4]36  MOBS SI.esp37  MOBS SI Optional Combat Settings.esp++  TamrielTravellerAdvScript.esp  [Version 1.38]38  TamrielTravellers4OOO.esp  [Version 1.39a]39  TamrielTravellersItemsNPC.esp  [Version 1.39a]++  FCOM_TamrielTravelers.esp  [Version 0.9.8]++  FCOM_FriendlierFactions.esp  [Version 0.9.8]3A  RealitySpectre'sBetterPotions.esp3B  SSEE-OOO.esp3C  C&C - The Blackwood Company - OOO.esp3D  Ivellon.esp  [Version 1.8]3E  OCC-Ivellon-Patch.esp  [Version 2.0]3F  Bandit Hideouts.esp40  Banes Lair of the Witchking.esp41  Brendi.esp42  CDEP-UnderpallCave.esp43  CDEP_FanaCeya.esp44  Cottage.esp45  FallsViewHome.esp46  Gelden_Halls.esp47  Pirate Cove Cavern.esp48  sunk ships.esp49  Ruins of Tarnesia.esp  [Version 1.0]4A  VineViewCottage.esp4B  FortDragonShirev1.esp4C  Fort Ferrion.esp4D  Dirtier Waterfront.esp4E  Kragenir's Death Quest.esp4F  LostSwordOfTheAylied.esp50  road+bridges.esp  [Version 4.4.4]51  ElsweyrAnequina.esp52  Faregyl.esp  [Version 1.0.7]53  Faregyl-FGRoad-Patch.esp54  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.1]55  NNWARE01EV-Sercen.esp56  NNWARE02EV-Trumbe.esp57  NNWARE03EV-Piukanda.esp58  NNWARE04EV-Veyond.esp59  Treasure Maps Blood Ransom.esp5A  Treasure Maps_Boethia's Burden.esp5B  VHBloodlines 1.2.esp  [Version 1.4]5C  DLCBattlehornCastle.esp5D  BattlehornCastleEnhanced.esp5E  AFK_Weye.esp5F  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.8]60  xulAncientYews.esp61  xulBravilBarrowfields.esp  [Version 1.3.2]62  xulFallenleafEverglade.esp63  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]64  xulBrenaRiverRavine.esp  [Version 1.0.2]65  xulLushWoodlands.esp  [Version 1.3]66  KragenirsDeathQuest-LostCoast patch.esp67  OBCBravil-Barrowfields patch.esp68  The Ruins of Miscarcand.esp69  Oblivion Gate Map Marker Remover.esp  [Version 1.1.0]6A  300 Arcane University.esp6B  Open Better Cities Full.esp6C  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp6D  Harvest [Flora].esp  [Version 3.0.0]6E  All Shapes And Sizes 1.1.esp++  DeadlierDarkBrotherHood.esp6F  Leviathan Soulgems.esp++  more books teach.esp70  P1DkeyChain.esp  [Version 5.00]71  Enhanced Vegetation [125%].esp72  StarX Vampire Deaths.esp73  Shadow Ranger.esp  [Version 2.9]74  Toggleable Quantity Prompt.esp  [Version 3.1.1]75  Quest Award Leveller.esp  [Version 2.0.1]76  StartChoices.esp77  SM Encumbrance and Fatigue.esp  [Version 2.1b]78  LessHealthfulRest.esp79  RealisticForceMedium.esp7A  RealisticMagicForceMedium.esp7B  ReneerCreatureMod.esp7C  StarX Vanilla Vampires Revised.esp7D  StarX VVR_OOO Patch.esp7E  ArcaneArchery.esp7F  The Arcane Storage.esp++  Magic Projectile Variants.esp80  attack and hide medium v2.1.esp81  DS Time Manager.esp  [Version 1.0]82  RenGuardOverhaul.esp83  Druid.esp84  Smarter Mercantile Leveling - Multi.esp85  RealisticLeveling.esp++  Level_Rates_Modified_x4.esp86  immersive_caves_auto.esp87  Let There Be Darkness - Cyrodiil + SI.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]88  Willful Resistance.esp  [Version 4.0]89  bgBalancingEVCore.esp  [Version 10.5EV-D]8A  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]8B  bgMagicEVPaperChase.esp  [Version 1.68EV]8C  bgMagicAlchemy.esp  [Version 1.57]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]8D  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]8E  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]8F  Ayelid Wells.esp90  TIE In.esp  [Version 1.07]91  TIE In - FCOM Convergence.esp  [Version 1.07]++  TIE In - Sounds.esp  [Version 1.07]92  TIE In - Game Settings.esp  [Version 1.07]93  ZumbsLockpickingMod - OBSE.esp94  bgIntegrationEV.esp  [Version 0.962]95  OC+Integration Patch.esp  [Version 1.0]96  bgIntegrationEV - 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Also, one of the guys in the Corinthe FG (the Nord with the funny name) has the "Fighters' Guild" topic listed twice.
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Lexy Corpsey
 
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Post » Wed Mar 30, 2011 10:46 am

26 ElsweyrAnequinaFemaleBody.esp----> Delinquent MASTER: ElsweyrAnequina.esp

Also, one of the guys in the Corinthe FG (the Nord with the funny name) has the "Fighters' Guild" topic listed twice.


ElsweyrAnequinaFemaleBody.esp should be loaded just after ElsweyrAnequina.esp, because it changes that.

Vrydgar's extra FG topic is the Elsweyr one. The other is the vanilla topic for joining the FG which every guild member has before you join. I didn't want to add any new dialogue to the vanilla FG topic because that would cause conflicts. I guess I could change it to Elsweyr Fighters Guild to distinguish it better.
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michael flanigan
 
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Post » Wed Mar 30, 2011 10:31 am

Ohhh, okay. :) I was wondering if this conflicts with C&C: Blackwood Company. If you join Blackwood, it forever bars you from joining the FG, and I saw this as a possible workaround. But, if the Elsweyr guild is separate, it wouldn't be. Good deal.

Regarding my crashing problem: I have a feeling it might be related to OBSE 18. I just saw another thread stating that it's unstable, and I've been having horrible crashing problems with my game in general since I installed it. I'm going to give beta 5 a shot and see if it doesn't fix this as well.
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Ria dell
 
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Post » Wed Mar 30, 2011 2:41 am

Hi Iliana, could you please let me know if http://i110.photobucket.com/albums/n99/Shezrie/location.jpg is going to conflict with this mod? :)
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Nikki Morse
 
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Post » Wed Mar 30, 2011 7:35 am

I am not Iliana, but as far as I can see is your location on the western shore of Valenwood, so I can hardly imagine that it could conflict with 'Elsweyr, the Deserts of Anequina'. There is one large Valenwood mod that I am aware of and that may conflict with your location: http://www.tesnexus.com/downloads/file.php?id=22555. It is still in Beta and in German language, so I have no idea how much it is used in an english Oblivion settings...
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Sista Sila
 
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Post » Wed Mar 30, 2011 3:51 am

Hi Iliana, could you please let me know if http://i110.photobucket.com/albums/n99/Shezrie/location.jpg is going to conflict with this mod? :)


Ah, I wondered where you Valenwood village would be. That's a very nice spot on the coast.

My Elsweyr mod doesn't extend far into Valenwood, except for a road between Dune and Skingrad. So it won't conflict.
Here's a grid map of the vanilla cells I use, if you're curious--
http://img368.imageshack.us/img368/3836/anequinagridmapelsweyr.jpg
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anna ley
 
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Post » Wed Mar 30, 2011 11:48 am

Thank you! That is good news. I needed to know before I made that town part of a Pell's Gate quest and needed to know if your mod was going to hit that area at some point soon, before I merge the Valenwood town into Pell's Gate.

Thanks Chanur, I will keep an eye on that german mod.
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Samantha Wood
 
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Post » Wed Mar 30, 2011 10:06 am

Thank you! That is good news. I needed to know before I made that town part of a Pell's Gate quest and needed to know if your mod was going to hit that area at some point soon, before I merge the Valenwood town into Pell's Gate.

Thanks Chanur, I will keep an eye on that german mod.

Another possible compatibility problem could be UL's Strid River, but http://i87.photobucket.com/albums/k140/cthulhu314/ULMap-ReleasedandWIPMods.jpg, that mod stops a few cells to the east of your village :)
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naomi
 
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Post » Wed Mar 30, 2011 2:22 am

Great mod. I only have one problem, the signposts in Elswyr are pink. I'm pretty sure I extracted correctly, so I'm not sure what's wrong.
EDIT: Nevermind. Illiana answered it on the TESnexus board. Thanks.
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Vicki Blondie
 
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Post » Wed Mar 30, 2011 12:35 am

I installed everything, but now the building at the top of the hill at the entrance is all pink. Is that a stock texture, because I think that I've been having trouble with that. Do you know how to fix this?
EDIT: Oops. Sorry for the double post.
EDIT: I got it.
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Darlene Delk
 
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Post » Wed Mar 30, 2011 8:25 am

Iliana...

I don't recall if you have any yet, but a cool idea would be to have large ants, maybe about the size of giant rats, appearing in small packs in the deserts of Elswyr. They could just walk to and fro, usually in lines, and then when they get to their destination, just turn around...or maybe wait a little while. These would be harmless creatures, only worthwile if you kill them for an ingredient. Maybe the rarer Queen ants would have some kind of really special ingredient in them.
Maybe, there could be army ants, also, a more vicious kind.

I don't know if it is possible, but you could have them go from Point A, to Point B, to Point C, and then back to A, etc. Perhaps they could go for quite a ways across the deserts.
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Britney Lopez
 
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Post » Wed Mar 30, 2011 4:29 am

The slum-city of Orcrest is gradually taking shape now. This second half of the town is in its own worldspace so I have more room to clutter it up. A few preview shots, & yeah the place is a real dump!--

http://img507.imageshack.us/img507/3999/anqorcrestalleys2.jpg

http://img340.imageshack.us/img340/1645/anqorcrestalleys1.jpg

House of the Coven, home of orc witches brewing poisons--

http://img691.imageshack.us/img691/883/anqorcrestwitch.jpg


Richard, I don't have any ants (there are lots and lots of those in Fallout3!). But I have some lizards now by Prometheus to use--

http://img177.imageshack.us/img177/733/anqnequinallizards.jpg


Ewoklord, I noticed you spotted my reply over at Nexus. I hope its all fixed up now.
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megan gleeson
 
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